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If I compile for example 2048.v to android, run it and change the orientation of the device, app's scaling goes too small, too big or whatever in between.
I guess the reason is that in orientation change both the code and the device is resizing and it don't end well.
If I remove orientation activity from AndroidManifest.xml (a hint from some android chat), scale stays but at least this 2048 restarts in orientation change. Not a good feature for a game.
In my own graphical app testing, the issue is same. If I try to get screen size with gg.screen_size() to handle window size/scaling by code to screen limits, it returns zeroes and can not be done.
Context.window_size() (and gg.window_size() ) gives different values after orientation changes (even when back to same orientation).
Is there a way to handle this by vab or is it purely gg and coding issue.
The text was updated successfully, but these errors were encountered:
If I compile for example 2048.v to android, run it and change the orientation of the device, app's scaling goes too small, too big or whatever in between.
I guess the reason is that in orientation change both the code and the device is resizing and it don't end well.
If I remove orientation activity from AndroidManifest.xml (a hint from some android chat), scale stays but at least this 2048 restarts in orientation change. Not a good feature for a game.
In my own graphical app testing, the issue is same. If I try to get screen size with gg.screen_size() to handle window size/scaling by code to screen limits, it returns zeroes and can not be done.
Context.window_size() (and gg.window_size() ) gives different values after orientation changes (even when back to same orientation).
Is there a way to handle this by vab or is it purely gg and coding issue.
The text was updated successfully, but these errors were encountered: